A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
The following may be old news as I haven't read through much of this thread, but running (what I believe is) the latest SVN beta build it seems as if buildings such as commercial/port & town/city hall do not actually replace prior building, rather allowing huge benefits (trade routes / free specialists) of building each version.

The free slaves from slavery civic seems somewhat buggy as well, in some cities providing the free slave and in others not.

Still enjoying the game immensely :)
 
The following may be old news as I haven't read through much of this thread, but running (what I believe is) the latest SVN beta build it seems as if buildings such as commercial/port & town/city hall do not actually replace prior building, rather allowing huge benefits (trade routes / free specialists) of building each version.

Mmmm.. I've never noticed this kind of bug, I'll have a look at it; iirc, there were some bugs connected to buildings not upgrading correctly but I thought they were solved.

The free slaves from slavery civic seems somewhat buggy as well, in some cities providing the free slave and in others not.

I almost never use slavery to tell the truth, but I'll have a look at this too, at least to confirm / deny this problem.
 
I can confirm this bug, but it acts very strangely.

My current civics are ;
Slavery (free slave in every city)
Vassalage (+1 free Noble in every city)

I've listed the cities via F1, and sorted them on Settlement date (Option can be included or removed via edit mode)

It would seem after a certain time of settlement, BOTH of these "Free" Specialists will disappear from the city.

It's not related to the following (all checked);

Buildings in city ( I build ALL my cities to same standard)
Cultural level of city (I have some lower without, but settled longer)
Population level ( Higher with, lower without)
Troops contained in city (High levels in some, Low in others)
Having enforced slave specialists or not (some have, some don't)
Level of rebellion (higher/lower)
Religion in city (Build all religious building)
Food, trade, health, commerce, science, food eaten/produced, religion, resource available, Production or Any thing else.

The only seaminly differing variable in all cities is date of settlement.

After a Certain number to turns these specialists will be removed from the city.

This applies to cities built, captured or gifted.

One city settled October 176AD, no Noble of Slave
2nd city settled January 518AD, one Noble and Slave specialist

With every city settled after this date having one enabled, and before not.
I expect these to be removed after a number of turn
 
Hello , this is an early game with the same crash on the same turn no matter if i make tech changes or any different things i've tried building,moving around.

PLEASE really look into this because if there is a cause in the changes i've made to the xml , to correct it ,first.
http://www.mediafire.com/?44d87hnxwdbx2um = xml folder
http://www.mediafire.com/?i41lscx68pd163k = minidump
http://www.mediafire.com/?vekwi8h97cawoy5 savegame

Modifications i've made in these files :
CIV4BonusInfos = small increase in some resource output
CIV4FeatureInfos = ice buildable/+1food, jungle/forest increase output/ value changes in fallout
CIV4ImprovementInfos = increase in bonuses of almost all resources/ probability of discovering
CIV4EspionageMissionInfo =triple cost for all missions/ increase effect on unrest/poison/anarchy
CIV4GameSpeedInfo = lower some settings for eternity
CIV4HandicapInfo = small increase/decrease bonuses for prince difficulty
CIV4ProjectInfo = ~triple cost, increase effect for hapiness/health
CIV4SpecialistInfos = ~ 3-4 times increased bonuses for each specialist
CIV4EventInfos = doubled pop death for small pox and black death effects/ greatly increased effect for breakthorugh and setback events.
GlobalDefines = increased all values for nuke death thresolds/fallout prob/ nuke death values.

These same changes I did the last time when I was playing AND 1.75 patch C and I rarely got any MAF's with almost 1500 turns played the last game I had played ,im shoked that now I got 2 MAF on my first two tries at starting again so either there is something that i've changed differently that a much more experiment dev should easely see, provided the changes i've made or..it's just a random constant MAF i had the luck not to run into before ? Thanks !
 
Hello , this is an early game with the same crash on the same turn no matter if i make tech changes or any different things i've tried building,moving around.

PLEASE really look into this because if there is a cause in the changes i've made to the xml , to correct it ,first.
http://www.mediafire.com/?44d87hnxwdbx2um = xml folder
http://www.mediafire.com/?i41lscx68pd163k = minidump
http://www.mediafire.com/?vekwi8h97cawoy5 savegame

Modifications i've made in these files :
CIV4BonusInfos = small increase in some resource output
CIV4FeatureInfos = ice buildable/+1food, jungle/forest increase output/ value changes in fallout
CIV4ImprovementInfos = increase in bonuses of almost all resources/ probability of discovering
CIV4EspionageMissionInfo =triple cost for all missions/ increase effect on unrest/poison/anarchy
CIV4GameSpeedInfo = lower some settings for eternity
CIV4HandicapInfo = small increase/decrease bonuses for prince difficulty
CIV4ProjectInfo = ~triple cost, increase effect for hapiness/health
CIV4SpecialistInfos = ~ 3-4 times increased bonuses for each specialist
CIV4EventInfos = doubled pop death for small pox and black death effects/ greatly increased effect for breakthorugh and setback events.
GlobalDefines = increased all values for nuke death thresolds/fallout prob/ nuke death values.

These same changes I did the last time when I was playing AND 1.75 patch C and I rarely got any MAF's with almost 1500 turns played the last game I had played ,im shoked that now I got 2 MAF on my first two tries at starting again so either there is something that i've changed differently that a much more experiment dev should easely see, provided the changes i've made or..it's just a random constant MAF i had the luck not to run into before ? Thanks !

I've tried loading your game but was unable to. Probably it's because you've changed the RAND path, so I'm not able to load it; actually, CIV4 doesn't load at all when I try to load your save. Anyway none of the changes you've mentioned should bring to a fatal crash. I frankly don't know how to help you but I'd strongly suggest (to everyone, not to you specifically) not to modify the folder name, especially if you want to share your bug/problems with someone else on the forum. Bugs can't be solved by looking into every specific and different configuration of every single user. Let's have a common version and talk about that one. By the way, which version is the one you are using? The latest SVN version (rev 570)?
 
So it seems it was indeed a random crash, as i've started a third game with same settings large map/ perfectworld2, 15 civs, same modified xml, turn 280 and no crash of MAF , I'm happy again : )
Why would my RAND path matter on another PC ?
It is
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
I use a shortcut to start directly with the mod loaded and mod folder is named "rom"

I downloaded the latest RAND 1.75 provided in the download section and patch 1.75 C same, I don't really know about the SVN revisions but it seems fine now .Might have been because i've set the .exe to be compatible with xp sp3 .
On my third succesful yet game, I changed that compatibility to windows 7 and added run as administrator, maybe that did the trick as I'm using win7 x64 ultimate with updates.
 
The reason I was asking about the ROM folder was because iirc if you have a different folder, the savegame can't be loaded on another pc.
Anyway I was unable to load your game because I've moved to RAND2 (beta) so I could not load your savegame because we have different versions.
I'm happy to know you've solved your problem anyway :)
 
I'm giving RAND2 a try as well and I've also noticed that the Free Specialists aren't working right. I switched over to the Slavery civic and didn't get the free specialist slave. Maybe the Free Specialist Modcomp got lost from the dll at some point? It isn't a stock feature of BTS. I'm currently using the dll that Flitz supplied with the Coinage fix.

EDIT: Ok, I see when a new town is founded you get the free specialist, but if the game gets reloaded you get a warning box TXT_KEY_POPUP_MODIFIER_RECALCULATION with Yes or No options. Yes and the game recalculates and you lose the specialist, No and the specialist remains in the new town that was founded when the civic was already running.
 
EDIT: Ok, I see when a new town is founded you get the free specialist, but if the game gets reloaded you get a warning box TXT_KEY_POPUP_MODIFIER_RECALCULATION with Yes or No options. Yes and the game recalculates and you lose the specialist, No and the specialist remains in the new town that was founded when the civic was already running.

Although I don't know if I'm able to solve the problem, I'll have a look at it; but this thing you've mentioned here above makes me wonder if it's not an installation problem; as I said previously, just to make sure everything works and that there are no conflicts with previously installed versions of RoM-AND, delete the cache folder [C:\Users\[USERNAME]\AppData\Local\My Games\Beyond the Sword\cache (at least that's the location on Win7 - and Vista, I suppose) ] and even better start a game with "Play now" which should reset every option in BTS. Then just quit the game and restart a custom game to play as you wish.
This should solve the recalculation problem. If it happens to you, probably there's still something in the cache from a previous version of RoM-AND. Which in turns probably means that there are no free specialists with slavery in AND2: if you click yes, you lose the specialist because it was there due to a previous version of AND and it's not meant to be there in AND2; if you click no, you don't lose it but you still play with rules enforced by a previous version of AND, and you'll surely have other conflicts because things in AND2 work differently.
 
45°38'N-13°47'E;11717936 said:
Although I don't know if I'm able to solve the problem, I'll have a look at it; but this thing you've mentioned here above makes me wonder if it's not an installation problem; as I said previously, just to make sure everything works and that there are no conflicts with previously installed versions of RoM-AND, delete the cache folder [C:\Users\[USERNAME]\AppData\Local\My Games\Beyond the Sword\cache (at least that's the location on Win7 - and Vista, I suppose) ] and even better start a game with "Play now" which should reset every option in BTS. Then just quit the game and restart a custom game to play as you wish.
This should solve the recalculation problem. If it happens to you, probably there's still something in the cache from a previous version of RoM-AND. Which in turns probably means that there are no free specialists with slavery in AND2: if you click yes, you lose the specialist because it was there due to a previous version of AND and it's not meant to be there in AND2; if you click no, you don't lose it but you still play with rules enforced by a previous version of AND, and you'll surely have other conflicts because things in AND2 work differently.

I cleared the cache, launched BTS and did a Play Now game and beelined for Slavery and saw the same behavior...no free specialist. Same behavior as before. There IS a free Slave specialist from the slavery civic in RAND2. I'm using the dll provided by Flitz with the coinage fix, maybe that put something out of whack with the rest of my build.

EDIT:

I tried putting the old dll back and doing the recalculation, which caused the game to crash....was worth a try. I also tried starting a new game with the old dll, same behavior as with Flitz's dll so that doesn't seem to be the problem.

I am making a new build from the repository to make sure I have 570. Any way to tell if I have build 570 currently? I can't find anything that lists the rev number.

Thanks for the feedback and ideas.
 
I cleared the cache, launched BTS and did a Play Now game and beelined for Slavery and saw the same behavior...no free specialist. Same behavior as before. There IS a free Slave specialist from the slavery civic in RAND2. I'm using the dll provided by Flitz with the coinage fix, maybe that put something out of whack with the rest of my build.

I tried create an up to date build of RAND2 via Tortoise SVN but the files seemed to be locked atm? Any way to tell if I have build 570?

Thanks for the feedback and ideas.

Well, I almost never run slavery so I've never noticed any problem with it, but now I've had a look and I agree; I don't think it's related to the coinage fix (although I'm also using it); as for the latest SVN version, I don't know if there's a way to know which revision you're using. I've uploaded the latest snv version on 4shared and you can find it here

http://www.4shared.com/rar/Z9lEcxNy/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/-usUIiRW/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/h3ThpMXl/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/TPWDbsxi/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/VYOG5rvg/Rise_of_Mankind_-_A_New_Dawnpa.html

Actually, this version has some slightly modified xml files in the xml\gameinfo folder; I've modified a couple of files to make the game more balanced when playing on normal speed, but there are also included the original xml files (I've renamed them .orig instead of .xml), and in this version coinage fix by flitz has also been included.

Anyway, I think there's a misunderstanding in how free specialists work; I know Civilopedia says +1 Free slave but I don't think it works that way; specifically, here I've found a description about how it works:
http://civ4.wikidot.com/xml:civ4civicinfos
There are 2 relevant tags in the civicinfo xml which are the following:
<SpecialistValids>
<SpecialistValid>
<SpecialistType>SPECIALIST_SLAVES</SpecialistType>
<bValid>1</bValid>
</SpecialistValid>
</SpecialistValids>

and

<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>SPECIALIST_SLAVES</SpecialistType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>


In civilopedia it says +1 Free Slave but from what I've read in the link above, the first tag simply lets you have UNLIMITED specialist of the kind specified in the tag. So it should be 0 instead of 1 (it's a boolean variable). As for the second tag, in theory you can have as many Free specialist as you want; in practice, you can only have 1 and not in every city but in every city with a slave market as far as I've seen. So it's not a real bug in the game, it's simply a bug in the civilopedia, which in turns gets its information from xml so it's probably a wrong "translation" from the xml to the text in civilopedia. Slavery is simply supposed to either allow unlimited slaves instead of giving 1 Free Slave in every city OR, if you cange the first tag to 0, to have 1 slave in every city with a slave market; the problem is that the slave isn't free: it's simply allowed to change one of your citizens or other specialist into a slave.

Edit: Just for information, allowing unlimited slaves as per default options, makes it possibile to have slaves everywhere, even if you don't have a slave market, as many as you wish. Disallowing it, makes it possible to have max 1 slave per city and only where you have a slave market, no matter how many "free slaves" you set in the second tag FreeSpecialistCount.
 
I can confirm this bug, but it acts very strangely.

My current civics are ;
Slavery (free slave in every city)
Vassalage (+1 free Noble in every city)

I've listed the cities via F1, and sorted them on Settlement date (Option can be included or removed via edit mode)

It would seem after a certain time of settlement, BOTH of these "Free" Specialists will disappear from the city.

It's not related to the following (all checked);

Buildings in city ( I build ALL my cities to same standard)
Cultural level of city (I have some lower without, but settled longer)
Population level ( Higher with, lower without)
Troops contained in city (High levels in some, Low in others)
Having enforced slave specialists or not (some have, some don't)
Level of rebellion (higher/lower)
Religion in city (Build all religious building)
Food, trade, health, commerce, science, food eaten/produced, religion, resource available, Production or Any thing else.

The only seaminly differing variable in all cities is date of settlement.

After a Certain number to turns these specialists will be removed from the city.

This applies to cities built, captured or gifted.

One city settled October 176AD, no Noble of Slave
2nd city settled January 518AD, one Noble and Slave specialist

With every city settled after this date having one enabled, and before not.
I expect these to be removed after a number of turn

As I've said in the previous post, it simply looks that there are NO free slaves, no matter what you do. You can however build as many as you want of them (provided you have enough citizens), they're simply not "free". If you really have free slaves, I'd like to see a savegame so I can check more in detail. :)
 
45°38'N-13°47'E;11718238 said:
Well, I almost never run slavery so I've never noticed any problem with it, but now I've had a look and I agree; I don't think it's related to the coinage fix (although I'm also using it); as for the latest SVN version, I don't know if there's a way to know which revision you're using. I've uploaded the latest snv version on 4shared and you can find it here

http://www.4shared.com/rar/Z9lEcxNy/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/-usUIiRW/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/h3ThpMXl/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/TPWDbsxi/Rise_of_Mankind_-_A_New_Dawnpa.html
http://www.4shared.com/rar/VYOG5rvg/Rise_of_Mankind_-_A_New_Dawnpa.html

Actually, this version has some slightly modified xml files in the xml\gameinfo folder; I've modified a couple of files to make the game more balanced when playing on normal speed, but there are also included the original xml files (I've renamed them .orig instead of .xml), and in this version coinage fix by flitz has also been included.

Anyway, I think there's a misunderstanding in how free specialists work; I know Civilopedia says +1 Free slave but I don't think it works that way; specifically, here I've found a description about how it works:
http://civ4.wikidot.com/xml:civ4civicinfos
There are 2 relevant tags in the civicinfo xml which are the following:
<SpecialistValids>
<SpecialistValid>
<SpecialistType>SPECIALIST_SLAVES</SpecialistType>
<bValid>1</bValid>
</SpecialistValid>
</SpecialistValids>

and

<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>SPECIALIST_SLAVES</SpecialistType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>


In civilopedia it says +1 Free Slave but from what I've read in the link above, the first tag simply lets you have UNLIMITED specialist of the kind specified in the tag. So it should be 0 instead of 1 (it's a boolean variable). As for the second tag, in theory you can have as many Free specialist as you want; in practice, you can only have 1 and not in every city but in every city with a slave market as far as I've seen. So it's not a real bug in the game, it's simply a bug in the civilopedia, which in turns gets its information from xml so it's probably a wrong "translation" from the xml to the text in civilopedia. Slavery is simply supposed to either allow unlimited slaves instead of giving 1 Free Slave in every city OR, if you cange the first tag to 0, to have 1 slave in every city with a slave market; the problem is that the slave isn't free: it's simply allowed to change one of your citizens or other specialist into a slave.

Edit: Just for information, allowing unlimited slaves as per default options, makes it possibile to have slaves everywhere, even if you don't have a slave market, as many as you wish. Disallowing it, makes it possible to have max 1 slave per city and only where you have a slave market, no matter how many "free slaves" you set in the second tag FreeSpecialistCount.

I'm in the process of downloading rev 570 from TortoiseSVN. I'm pretty sure I already have it, but this way I can doublecheck.

Yes, SpecialistValid is just as you describe, unlimited specialists. The second tag FreeSpecialistCount is indeed for giving a free specialist of the type and number specified. Originally this tag was only used in buildings, but this modcomp adapted it for civics ages ago: http://forums.civfanatics.com/showthread.php?t=187619

I'm assuming it got picked up by a lot of mods, but isn't working quite right anymore. Or maybe it never was, we just didn't notice when there were only a few civics giving specialists.

Currently the Slave Market doesn't give a free slave as seen in this snippet:

.....
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_SLAVES</SpecialistType>
<iSpecialistCount>1</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<FreeSpecialistCounts/>

<CommerceFlexibles/>
......


Instead, it gives 1 additional assignable slave, which is redundant since the civic has been changed to give unlimited via SpecialistValid. It probably makes a lot more sense to just move the FreeSpecialist back into the building XML for the slave market where the code works reliably and out of the civics where it doesn't.

I suppose I will make some changes to my build and overhaul the civics. I've been making notes on rebalancing the RAND2 civics anyhow....I understand some of the reasons why Afforess overhauled them, but I kind of get the feeling he was not playing the game as much at the end as he was experimenting with how unique he could make everything.

Thanks for looking into this with me and confirming I wasn't crazy!
 
45°38'N-13°47'E;11718338 said:
As I've said in the previous post, it simply looks that there are NO free slaves, no matter what you do. You can however build as many as you want of them (provided you have enough citizens), they're simply not "free". If you really have free slaves, I'd like to see a savegame so I can check more in detail. :)

It is easy to generate the free slave condition via civic. Make sure you are running Slavery and then found a new city. VOILA! Free Slave. When you switch to slavery or reload your game, Free Slave either doesn't work or disappears.

I'm about positive it is a problem in the dll and that goes beyond my ability to troubleshoot.
 
Hello all,

Thanks for continuing to work on these bugs - unfortunately I have a new one for you, which may not be all that serious. The version I used was a direct SVN build from this morning (the whole 2.6 GB tree), compiled using the instructions provided in the beta thread OP. There are no additional features included outside of the SVN compile. While I haven't noticed any issues loading single player, I want to try to do a dual core usage trick I read in another thread by using the pitboss to offload some calculations. In order to do this, I need to set up a multiplayer game. The multiplayer (LAN) setup encounters errors with XML files upon setup (see screenshot for the first of such errors). While it does not cause a CTD, it will lock the screen up for about a minute and then launch the MP game with the wrong characters. If I recall correctly, a similar bug was an issue in previous versions but was corrected later on. Here's the screenshot:

s3oo43.jpg


Edit: Pitboss is also spitting out these errors on the command line when loading the mod, if it's of any help:

Code:
FTranslator::AddText - WARNING: ID tag AI_DIPLO_FIRST_CONTACT_LEADER_AFONSO_1 is
 already used by var
FTranslator::AddText - WARNING: ID tag AI_DIPLO_FIRST_CONTACT_LEADER_LENIN_1 is
already used by var
FTranslator::AddText - WARNING: ID tag AI_DIPLO_FIRST_CONTACT_LEADER_RICHELIEU_1
 is already used by var
 
It probably makes a lot more sense to just move the FreeSpecialist back into the building XML for the slave market where the code works reliably and out of the civics where it doesn't.

I agree; I've done some other testing about the civics free specialists and I've seen they definetly don't work. As far as I can tell, they're only bulit in new cities when you found them and they stay there forever (at least for many turns, I've tried about 100 hunderd I think), no matter what you do with your civics; if a city is founded when you run slavery, it will always have a free slave. The problem you had about recalculations when reloading the game is probably related to some changes you've made in the xml between the moment you've saved the game and the moment you've loaded it again.
 
Thanks, jtanner28. That will be a huge undertaking. I hope there will be a group of people who can work together on the project.
 
Status
Not open for further replies.
Back
Top Bottom